using CustomUI.BeatSaber; using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; namespace BSIPA_ModList.UI { internal class ButtonUI : MonoBehaviour { private const string ControllerPanel = "MainMenuViewController/SmallButtons"; private const string CopyButton = "BeatmapEditorButton"; internal static ButtonUI Instance; public void Awake() { DontDestroyOnLoad(gameObject); SceneManager.activeSceneChanged += this.SceneManager_activeSceneChanged; } private void SceneManager_activeSceneChanged(Scene from, Scene to) { if (to.name == "EmptyTransition") { if (Instance != null) { Instance.StopAllCoroutines(); Destroy(Instance.gameObject); menuFlow = null; } Instance = null; } } public void Init() { Instance = this; Logger.log.Debug("UI Awake"); StartCoroutine(AddModListButton()); } private static ModListFlowCoordinator menuFlow; private static readonly WaitUntil _bottomPanelExists = new WaitUntil(() => GameObject.Find(ControllerPanel) != null); private static RectTransform panel; private static HoverHint hintText; private static Button button; private static IEnumerator AddModListButton() { yield return _bottomPanelExists; Logger.log.Debug("Adding button to main menu"); lock (Instance) { if (menuFlow == null) menuFlow = new GameObject("BSIPA Mod List Flow Controller").AddComponent(); if (panel == null) panel = GameObject.Find(ControllerPanel).transform as RectTransform; if (button == null) { button = BeatSaberUI.CreateUIButton(panel, CopyButton, () => { menuFlow.Present(); }, "Mod List"); panel.Find(CopyButton).SetAsLastSibling(); hintText = BeatSaberUI.AddHintText(button.transform as RectTransform, "View and control updates for installed mods"); } yield break; } } } }